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'''Antitoons''' are the most common enemies in ''[[Rayman 1|Rayman]]''. They can be found in every world.
'''Antitoons''' are the most common enemies in ''[[Rayman 1|Rayman]]''. They can be found in every world.


They are small bodies of dark energy which came to be after [[Mister Dark|Mr. Dark]] had stolen the [[Great Protoon]]. Their appearance is the same as that of an [[Electoon]], but bigger, dark blue in colour and with light blue ponytails. There are several kinds of Antitoons, each with a different behaviour. All of them are weak enemies which only take one hit to be defeated.
They are small bodies of dark energy which came to be after [[Mr Dark]] stole the [[Great Protoon]]. Their appearance is the same as that of an [[Electoon]], but bigger, dark-blue in colour and with light-blue ponytails. There are several kinds of Antitoons, each with a different behaviour. All of them are weak enemies which only take one hit to be defeated.


[[Image:AntitoonSaut.png|thumb|316px|left|A jumping Antitoon]]
[[Image:AntitoonSaut.png|thumb|316px|left|A jumping Antitoon]]


[[Image:AntitoonPaf.png|thumb|316px|none|The eyes of beaten Antitoons rebound until they fall...]]
[[Image:AntitoonPaf.png|thumb|316px|none|The eyes of defeated Antitoons wander aound until they fall...]]


Walking Antitoons are the most common of them. They freely wander on their platform, turning backwards when they face an obstacle. [[Rayman]] must simply avoid contact with them. Their small size makes them harder to hit, and Rayman often has to duck after punching so that the return of his fist hits them.
Walking Antitoons are the most common of type. They freely wander on their platform, turning backwards when they face an obstacle. [[Rayman]] must simply avoid contact with them. Their small size makes them harder to hit, and [[Rayman]] often has to duck after [[Telescopic fist|punching]] so that his [[Telescopic fist|fist]] hits them on its way back to him.


Jumping Antitoons are static enemies who jump and try to bite Rayman when he passes above them. They are often placed so that they can take advantage of their position.
Jumping Antitoons are static enemies who jump and try to bite Rayman when he passes above them. They are often placed so that they can take advantage of their position.
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[[Image:AntitoonFonceur2.png|thumb|316px|none|Duck now!]]
[[Image:AntitoonFonceur2.png|thumb|316px|none|Duck now!]]


Charging Antitoons are static enemies who resemble their jumping counterparts, as they jump when Rayman is in sight, but then, they stop in the air and charge him who will have to duck quickly.
Charging Antitoons are static enemies who resemble their jumping counterparts, as they jump when [[Rayman]] is in sight, hover in the air for a moment with their mouths gaping, then through the air towards Rayman at a high speed. They can be [[Telescopic fist|punched]] or ducked under.


Flying Antitoons use their ponytail like Rayman's helicopter hair to move in the air. Rayman simply has to avoid contact with them. The fact that they're often in group makes it harder though.
Flying Antitoons use their ponytail like [[Rayman]]'s [[Helicopter|helicopter hair]] to move in the air. Rayman simply has to avoid contact with them. The fact that they are often found in groups makes this more dificult.


[[Image:AntitoonsVolants.png|thumb|316px|left|Flying Antitoons]]
[[Image:AntitoonsVolants.png|thumb|316px|left|Flying Antitoons]]


[[Image:AntitoonR2PS.jpg|thumb|320px|right|An Antitoon in the PS version of [[the Fairy Glade]]]]
[[Image:AntitoonR2PS.jpg|thumb|320px|right|An Antitoon, as seen in [[the Fairy Glade]] in the PlayStation version of ''[[Rayman 2: The Great Escape|Rayman 2]]'']]


[[Image:AntitoonsRouges.png|thumb|316px|none|Red Antitoons should be avoided at all cost!]]
[[Image:AntitoonsRouges.png|thumb|316px|none|Red Antitoons can kill instantly, and should be avoided at all cost!]]


Antitoons with a mixed behaviour can also be found in the game, such as walking and then jumping ones, or flying and walking ones.
Antitoons with a mixed behaviour can also be found in the game, such as walking and then jumping ones, or flying and walking ones.


In the [[Rayman Junior]] games, there are invincible and deadly red Antitoons who are here to sanction wrong answers. They can be of any kind, and any contact with them costs Rayman a life.
In the ''[[Rayman Junior]]'' games, there are invincible and deadly red Antitoons who are here to sanction wrong answers. They can be of any kind, and any contact with them costs [[Rayman]] a [[life]].


Antitoons also made a cameo appearance in the PlayStation version of [[Rayman 2: The Great Escape|Rayman 2]].
Antitoons also make a cameo appearance in the PlayStation version of ''[[Rayman 2: The Great Escape|Rayman 2]]''. These Antitoons can be found in [[the Fairy Glade]] and [[the Sanctuary of Stone and Fire]] in this version of the game.


[[fr:Antitoon]]
[[fr:Antitoon]]
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[[Category:Enemies]]
[[Category:Enemies]]
[[Category:Enemies from Rayman]]
[[Category:Enemies from Rayman]]
[[Category:Species]]
[[Category:Enemies from Rayman 2]]

Revision as of 14:32, 23 November 2009

Antitoon
Antitoon
Alignment Bad

Appears in Rayman, Rayman 2 (PlayStation)
Location Everywhere

Portrayed by {{{portrayed by}}}

Resistance 1 HP
Attacks Contact

Sex {{{sex}}}
Species {{{species}}}

Relatives {{{relatives}}}

Antitoons are the most common enemies in Rayman. They can be found in every world.

They are small bodies of dark energy which came to be after Mr Dark stole the Great Protoon. Their appearance is the same as that of an Electoon, but bigger, dark-blue in colour and with light-blue ponytails. There are several kinds of Antitoons, each with a different behaviour. All of them are weak enemies which only take one hit to be defeated.

A jumping Antitoon
The eyes of defeated Antitoons wander aound until they fall...

Walking Antitoons are the most common of type. They freely wander on their platform, turning backwards when they face an obstacle. Rayman must simply avoid contact with them. Their small size makes them harder to hit, and Rayman often has to duck after punching so that his fist hits them on its way back to him.

Jumping Antitoons are static enemies who jump and try to bite Rayman when he passes above them. They are often placed so that they can take advantage of their position.

A charging Antitoon
Duck now!

Charging Antitoons are static enemies who resemble their jumping counterparts, as they jump when Rayman is in sight, hover in the air for a moment with their mouths gaping, then through the air towards Rayman at a high speed. They can be punched or ducked under.

Flying Antitoons use their ponytail like Rayman's helicopter hair to move in the air. Rayman simply has to avoid contact with them. The fact that they are often found in groups makes this more dificult.

Flying Antitoons
An Antitoon, as seen in the Fairy Glade in the PlayStation version of Rayman 2
Red Antitoons can kill instantly, and should be avoided at all cost!

Antitoons with a mixed behaviour can also be found in the game, such as walking and then jumping ones, or flying and walking ones.

In the Rayman Junior games, there are invincible and deadly red Antitoons who are here to sanction wrong answers. They can be of any kind, and any contact with them costs Rayman a life.

Antitoons also make a cameo appearance in the PlayStation version of Rayman 2. These Antitoons can be found in the Fairy Glade and the Sanctuary of Stone and Fire in this version of the game.